| AoE3 Modding Council: 2nd Ballot complete! | |
| Posted: Tilanus Commodor @ Sun Jan 22, 2012 3:14 pm | |
The 2nd ballot for the AoE3 Modding Council is complete! Here are the results:
As you probably imagined, the green columns are in, the greyed out, are not. I've been voting for all the NE members indeed. The big surprise of this election is Meister_Wolo, leader of The Forgotten Empires (not to be confused with TFN from arcalion), an innovative mod from the German No Rush Community. He followed my advice to apply for it and voíla! Council members (14):
Unelected candidates (5):
The most members in the Council has WotTA (5), followed by K&B (4) and NE (3). The fewest members have TFN (1) and TFE (1). Now where the Council has been formed, the next weeks will be used to find a common ground, a basis of decision-making and to start the first exchanges. |
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| First Results: AoE3 Modding Council |
| Posted: Tilanus Commodor @ Thu Jan 19, 2012 5:26 pm |
![]() Hey ho! The first election is over! Candidates who have more than 2 votes are automatically part of the Council, so there will be no debate about them. The ones who got only 1 and 2 votes though, are right now being discussed and will probably affirmed (or not) in a 2nd election. Follow or join the debate here: Modding Council Discussion. 4 votes
3 votes
_____________________________________________________________ 2 votes
1 vote
The arguments for the candidates can be found here. |
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| AoE3 Modding Council coming soon... |
| Posted: Tilanus Commodor @ Wed Jan 18, 2012 4:06 am |
| Hey there, for all people who do not visit the WotTA forums frequently I have something very interesting to tell you: The largest AoE3 mods and best AoE3 modders will gather to exchange themselves with views, knowledge, skills and content to improve the general quality of the whole scene! ![]() The so called "Modding Council" will be settled in a separate forum on the WotTA forum. Practically everyone can have a look and read. The access is limited though to skilled veteran modders. So, the general idea is that all mods will profit from each other. At the moment an election is held in which the leaders of NE, WotTA, K&B and TFN choose the candidates for the Council. Some AoE3 veterans will probably remember that there already was once a so called "Modding Council" on AoE3 HeavenGames, which didn't succeed though. Now, this is the second and I guess also more serious attempt. It is possible to become a member of the Council after the election, however, you'd either need to be suggested by anyone in the Council or apply for it and prove your suitability. More to come soon! |
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| Modding Report #14 |
| Posted: Tilanus Commodor @ Tue Dec 20, 2011 3:31 pm |
| Holidays! It's been a time since the last report! MODDING REPORT #14
Personal review: We're back! |
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| Recruitment System Redesign | |
| Posted: Tilanus Commodor @ Mon Nov 28, 2011 3:34 pm | |
| Hey there! I know there haven't been any reports in the last time, but that doesn't mean I haven't been working on NE. It's just that there is few catchy material for eyes and attention to present and I don't want to bother you with routine tasks (except you want to hear them). But now I have another idea to present you and ask for your opinion: ____________________________________ Recruitment System Redesign "Would you like to train units rather in groups of appropriate size instead of training them separately?" This would be a fundamental change of a game mechanic since it completely redefines classical strategies of Age of Empires 3. Musketeers and pikemen could be trained in groups of .. lets say .. 20 units and different units like Grenzers for example would be trained in groups of 5 to max. 10 units. That means there are still differences in group size: There are single units, small groups ("companies"), medium-sized groups ("battalions") and large detachments ("regiments"). Also the combat system doesn't really change, only the army setup does. Mind that the costs of these groups don't need to be an addition of the current units' costs, but that the costs of the single unit can be reduced, so that the armies' costs would be more user-friendly. An example how it could look like:
So by lowering the costs you could also build larger armies in less time since they cost less. This, however, is also just an idea. However, it limits the army customization (you couldn't say "2 of them, 5 from the other") and requires that players rethink strategies. _________________ tl;dr Positive interpretation
Negative interpretation
What do you think? |
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